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Crawler Template

Crawlers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4 Intelligence (Becomes 3), Wisdom -2,
Charisma -4
Base Attack Bonus Progression: 1/2
Base Saves: All poor.
Special Qualities:
- Move or Attack only: Crawlers can only move or attack on their initiative, but not both. The
only exception is that a Crawler can charge, but it only moves its normal speed instead of twice
its normal speed.
Natural Attacks Only. Crawlers gain a claw attack dealing slashing damage, and a bite attack
dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str
claw attack, and a 1d6+str bite). Crawlers cannot use manufactured or improvised weaponry.
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).

- Mob Grapple: The Crawler counts as a combatant in a grapple when grappling with other
crawlers.
Special: Any creature with 6HD or more cannot become a crawler. If Crawler is rolled on the
turning table (haha...), reroll until another type is chosen.
Feats: All Zombies gain the Toughness feat.
CR: As base creature.

Basilisk Template
Basilisks lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4, Intelligence -4, Wisdom -2, +4
Charisma
Base Attack Bonus Progression: 3/4
Base Saves: Poor Fort, Poor Ref, Good Will.

Special Qualities:
- Move or Attack only: Basilisks can only move or attack on their initiative, but not both. The
only exception is that a Basilisk can charge, but it only moves its normal speed instead of twice
its normal speed.
Natural Attacks Only: Basilisks gain a claw attack dealing slashing damage, and a bite attack
dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str
claw attack, and a 1d6+str bite). Basilisks cannot use manufactured or improvised weaponry.
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).

- Basilisk Gaze: Once per round, as an attack action, a Basilisk can make a gaze attack against a
single target within 30ft. This target must make a will save (DC15+Charisma modifier+HD) or
become paralyzed for 15+1d6 minutes. Once able to move again, the creature is nauseated for
1 minute, then shaken for the rest of the day
- Blend In: Until it uses its gaze attack, a Basilisk is utterly indistinguishable from a Crawler.
Feats: All zombies gain the Toughness feat.
CR: As base creature +3
Berserker
Berserkers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's. Creature gains 4HD
Speed: As base creature +20.
Ability Scores: Strength +4, Constitution +6, Intelligence -2, +4 Charisma
Base Attack Bonus Progression: 1
Base Saves: Good Fort, Good Ref, Poor Will.
Special Qualities:
- Natural Attacks: Berserkers gain a claw attack dealing slashing damage, a bite attack dealing
piercing damage, and a slam attack dealing bludgeoning damage, each according to the original
creature's size (humans gain a 1d4+str claw attack, a 1d6+str bite, and a 1d6+str slam).
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's

head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).

- Berserker Rage: A number of times per day equal to its HD, a Berserker may go... well...
berserk. When it does, it gains a bonus to strength and constitution depending on its HD. (610=+4, 11-14=+6, 15-18=+8, 19-20=Why are you fighting a 20th level berserker? You poor,
insane person...) for a number of rounds equal to its constitution modifier.
- Frightful Presence: Berserker's inspire fear in all living beings, causing them to perform in a
less than optimal fashion as long as they are near the Berserker. When a berserker comes
within 30ft of a creature, that creature must make a will save (DC=5+HD+Charisma modifier) or
become shaken. If a creature was already shaken and fails, it becomes frightened. This ability
can only apply once per battle per creature.
Special: Characters under 6HD, and characters with a Constitution score of less than 10 cannot
become Berserkers. If Berserker is rolled on the turning table, reroll until another creature is
selected.
Feats: All zombies gain the Toughness feat. Beserkers also gain the Run feat.
CR: As base creature +7

Howler Template
Howlers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4, Intelligence -4, Wisdom -2, +6
Charisma
Base Attack Bonus Progression: 3/4
Base Saves: Poor Fort, Poor Ref, Good Will.
Special Qualities:
- Move or Attack only: Howlers can only move or attack on their initiative, but not both. The
only exception is that a Howler can charge, but it only moves its normal speed instead of twice
its normal speed.
Natural Attacks Only: Howlers gain a claw attack dealing slashing damage, and a bite attack
dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str
claw attack, and a 1d6+str bite). Howlers cannot use manufactured or improvised weaponry.
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies

suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).

- Howler's Cry: As a full-round action, a Howler can emit a deadly sonic wave. Creatures within
30ft must make a fortitude save (DC=10+HD+Charisma modifier) or become shaken. Creatures
within 20ft who fail the save become nauseated. Creatures within 10ft take 1d4x(HD) sonic
damage (which is halved if they successfully saved). This special attack can be used once every
3+1d4 rounds.
Feats: All zombies gain the Toughness feat.
Skills: A Berserker gains 2 skill points, plus any skill points granted by its intelligence modifier. It
cannot gain less than 1 skill point per level.
Its class skills are as follows: Balance, Bluff, Climb, Intimidate, Jump, Listen, Spot, and Survival.
CR: As base creature +3
Hunter
Hunters lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature +10.
Ability Scores: Strength +2, Dexterity +4, Constitution +4, Intelligence -4, Wisdom +4 Charisma 4
Base Attack Bonus Progression: 1
Base Saves: Good Fort, Good Ref, Poor Will.
Special Qualities:
- Natural Attacks: Hunters gain a claw attack dealing slashing damage, a bite attack dealing
piercing damage, and a slam attack dealing bludgeoning damage, each according to the original
creature's size (humans gain a 1d4+str claw attack, a 1d6+str bite, and a 1d6+str slam).
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function). - Scent: A Hunter can track creatures by scent. Whenever a

Hunter tracks a creature while using its scent, it gains a +4 to the Survival check. In addition, it
can spend a full-round action to become aware of all creatures within 30ft of itself (in still air. If
there is wind, shift its range upwind 15ft) .
- Pounce: A hunter can make a full-round attack at the end of a charge.
Feats: All zombies gain the Toughness feat. Hunters also gain the Track feat.
Skills: A Hunter gains 2 skill points, plus any skill points granted by its intelligence modifier. It
cannot gain less than 1 skill point per level.

Its class skills are as follows: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and
Survival.
CR: As base creature +4

Mercy
Mercies lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +8, Dexterity +2, Constitution +4, Intelligence -4, Wisdom +2, -2
Charisma
Base Attack Bonus Progression: 1
Base Saves: Poor Fort, Good Ref, Good Will.
Special Qualities:
- Natural Attacks: Mercies gain a claw attack dealing slashing damage, a bite attack dealing
piercing damage, and a slam attack dealing bludgeoning damage, each according to the original
creature's size (humans gain two 1d4+str claw attacks, a 1d6+str bite, and a 1d6+str slam).
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).

- Detect Illness: A Mercy instinctively knows the direction of the nearest dying creature.
Feats: All zombies gain the Toughness feat. Mercies also gain the Track feat and the Improved
Grappling feat.
Skills: A Mercy gains 2 skill points, plus any skill points granted by its intelligence modifier. It
cannot gain less than 1 skill point per level.
Its class skills are as follows: Climb, Listen, Spot, Treat Injury (only used to classify targets), and
Survival.
CR: As base creature +4
Spitter template
Spitters lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Constitution +4, Intelligence -4, Wisdom -2, -6 Charisma
Base Attack Bonus Progression: 3/4

Special Qualities:
- Move or Attack only: Spitters can only move or attack on their initiative, but not both. The
only exception is that a Spitter can charge, but it only moves its normal speed instead of twice
its normal speed.
Natural Attacks Only: Spitters gain a claw attack dealing slashing damage, and a bite attack
dealing piercing damage, each according to the original creature's size (humans gain two
1d4+str claw attacks, and a 1d6+str bite). Spitters cannot use manufactured or improvised
weaponry.
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude
save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies
will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using
the table at the end of this article.
- Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a
worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's
head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies
suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no
constitution score normally function).
Acidic Shot: Once every 1d4 rounds, a Spitter can fire a short burst of bile with a range increment of
20ft. This is a ranged touch attack, and deals 2d6 acid damage upon a successful hit. This attack can
infect a creature as though the Spitter has bitten it.
Acidic Douse: Once every 1d4 rounds, a Spitter can make attempt to drench a creature within 10ft of it
in its digestive fluids. This attack deals 10d6 acid damage upon a successful hit. This attack can infect a
creature as though the Spitter has bitten it.
- Lesser Blend In: Until it spits, a Spitter difficult to distinguish from a Crawler. All spot checks against a
Spitter in crowd of Crawlers take a -4.
Feats: All zombies gain the Toughness feat.
CR: As base creature +3

Turning Table
Below is the table used to determine what type of zombie an infected character becomes after death
Roll a D% to determine which type.
Crawler - 1%-79%
Basilisk - 80-83%
Howler - 84-87%
Spitter - 88-91%
Hunter - 92-95%
Mercy - 96-99%
Berserker - 100.00%

Aging, rotting
Every 2 months after the zombie has been reanimated it gets 2 points of ability damage to all
abilities. This is only relevant when making old zombies or determining when the zombie threat ends
in an isolated area. (GMs may want to ignore this rule when running a campaign long time after the
zombie invasion.)

Poison
Zombies are immune to all poisons and diseases.
Split Defense/HP
The zombie NPC has two Defense values and two sets of HP, one of each for the head and the body.
Defense
The zombie only gains the nonprof. Defense bonus. The zombie only gets size (rounded up) and
natural armor (rounded up) bonus to the head Defense. The zombie does not get DEX or any dodge
bonuses to Defense.
Body (Defb): 10 + armor (The zombie only gains the nonprof. Defense bonus) + class bonus (The
zombie does not get Defense bonus from DEX)
Head (Defh): 14 + armor (Helmet, see new equipment) + class bonus The difference between a ex.

childs head and an adults head isnt as big as the body difference) + misc. (the zombie might be missing
his jaw)
You roll attack rolls normally with all the same bonuses. If you beat the head Defense you hit the
head. If you only beat the body Defense you only hit the body.
Critical hits automatically hit the head and deals damage to the head with all multipliers.
Coup de Graces automatically hit the head and deals damage to the head with all multipliers.
HP
A weapon deals damage normally to the head and the body but they have different amounts of HP.
Body (HPb): 5/6 of the original HP (Ex: 20, total 24)
Head (HPh): 1/6 of the original HP (Ex: 4, total 24)
If the body HP reaches 0 the zombie dies, or its body is so damaged that it isnt a threat. If the heads
HP reaches 0 the zombie dies.
Called shot effect:
Head: damage doubled.
Torso: Normal rules.
Arms:-target takes -2 Dex penalty, can't use the arm for anything strenuous, 50% chance to drop
anything in that hand
Hands: target takes -1 Dex penalty, can't use that hand for anything
Legs: -target makes Balance check (DC 15+damage) or falls prone, -10 Speed penalty.
Feet: -target makes Balance check (DC 20+damage) or falls prone, -20 Speed penalty.
Fun ideas for the dm.
So, hospital next, huh? Evil ideas below, grabbed from the internet.
1.Body Cast zombie - just glares and snarls and wriggles. The Traction Cast zombie has more range of
motion - it's hanging by one ankle with a dislocated hip. Neither version can attack effectively, but both
can bite if a PC gets careless.
2.Iron Lung zombie - might not be noticed until an unlucky PC goes scrounging for spare parts. No attack
unless a PC puts hand in ILZs mouth.

3.Brain Surgery zombie - sure, the scalp is flayed and the brain exposed for easy access, but why not toss
a glimmer of hope to the poor PCs now and again? -10 Maximum HP.
4.Eye Surgery zombie - is smashing up the goodies the PCs would like to get their grubby lil' mits on... -4
on all attacks.
5.IV Drip zombie - dragging an IV bag rack by the rubber tubes still connected to its arms. -2 to first 1D6
attacks after that time the IV tubes will have been ripped loose, freeing the zombie from the IV bag
rack.
6.Heart/Lung Machine zombie - kinda like the Body Cast zombie, but with the gooey parts exposed.
Maybe it can get up and drag the cart along with it. Maybe it looses the machine and heart/lungs and
has a big ol' gapin' hole in its chest. No attack if restrained (see 2, above). -5 on attacks if mobile for first
1D3 attacks until heart and lungs rip away, freeing the zombie from the machine anchor.
7.Geezer Zombies - dragging their canes and walkers with 'em, Medic Alert bracelets paging long dead
technicians ("Help! I've died and I'm getting up!"). Speed 10. Dex -2.
8.Burn Victim zombie - gooey all over. -4 on all attacks due to sensory impairment and physical damage.
Fear check is appropriate
9.Car Crash zombie - Gains additional attack damage (raise to base 1D6) to reflect shards of glass, metal,
and broken bones protruding from zombies skin.
10. Arrow-in-the-head zombie - it's not just for Steve Martin anymore. Maybe the arrow missed the
brain or something. May have difficulty moving through doorways as the arrow is a clothyard shaft
nearly 4 in length.
11. Light-bulb-up-butt Fetish zombie - kinda walks funny. No attack modifiers, and no overt signs of
unusual trauma except for protractors protruding from, wellyou figure it out.
12. Candidate-for-stomach-stapling zombie - might not be able to move under its own power. Morbidly
obese zombie. Speed 10. Dex -2. -4 to attack rolls, but if the zombie succeeds, it is immensely strong and
can easily pin a PC to a wall or floor beneath its bulk.
13. Prosthetic limb zombie - has its own hook for snaring careless PCs. Zombie can gain a Piercing attack
from its damaged mechanical forearm. If the zombie is missing a leg instead, it must crawl as it is unable
to balance on its artificial leg. In this case, Speed 10, penalty to attack rolls from prone position.
14. Wheelchair zombie - just spins in a circle until it falls out and drags itself toward the Cast Members
using only its arms. See above.
15. Morgue zombie - keeps tripping up on the toe tag. No effects unless autopsy scars are unduly
disturbing to one or more PCs.
16. More Geezer zombies - lost their false teeth, so they have to gum the PCs to death. No effective
attack, but can still get in the way as well as grab PCs.
17. Intern zombie - still carrying/towing a fully charged crash cart with those zapper pads for heart
attacks... The paddles cause 4D6 damage to the first PC struck in a grappling attack. More than 15 points
of damage indicates that the PC has been knocked unconscious for 1D6 minutes. If the GM is truly evil,
the paddles could simply induce a heart attack in the first target successfully touched. Effects of said
heart attack are up to the GM but should be disabling to the PC for at least a couple of days.
18. Neck brace zombie - can't turn head to fully utilize bite attack. -2 to all attack rolls.
19. Gurney zombie - kinda like the Body Cast zombie, but strapped down instead of incased in plaster.
Just snarls and snaps and struggles and glares and stuff.
20. Colostomy zombie - bag full of bits of half-chewed interns, maybe whole fingers and pieces of scalp
are visible through the bag.
21. Endoscope zombie - has a tube either in the mouth or the other, ah, opening. First case can't bite.
Second case can barely walk because it's dragging the camera along behind it.
22. Respirator zombie - can't bite because of the plastic tube still in its mouth and throat.

23. Face lift zombie - half finished. Looks like Phyllis Diller on a REALLY bad day.
24. Lipo-suction zombie - tube still embedded in stomach.
25. Augmentation zombie - inserts are starting to fall out of upper torso.
26. Medical isotope zombie - got into the barium and cesium and now its glowing in the dark and
emitting high levels of gamma radiation. Causes radiation poisoning (ala d20 future).
27. C-section-gone-awry zombie - best left to the imagination. Horrific
28. Interrupted Surgery zombie - chest/abdomen still open with parts handing out, hemostats and all.
29. Mercury zombie - died and kept chewing on the thermometer. Mouth full of ground glass and
mercury. Potentially toxic bite. Bite attack causes normal damage, but PC may suffer additional effects
as time passes at the discretion of the GM to reflect mercury poisoning (i.e. Dex and Con loss).
30. Police Injury zombie - battered and bloodied and still in handcuffs. Maybe handcuffed to the gurney
its dragging along, or to the half-eaten decapitated officer its dragging behind it. -4 to attacks in either
case due to the heavy weight to which the zombie is attached.

Cerberus
Medium T-virus Zombie Hit Dice: 2d10 (20 hp) Initiative: +2 (Dex) Speed: 40 ft. Armor Class: 15 (+2 Dex, +3
natural) Attacks: Bite +2 melee Damage: Bite 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Infectious
Special Qualities: Zombie Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Feats: Toughness CR: 1 Sanity Loss: 0/1d4
Zombie: The Cerberus are common dogs that have become infected with the T-virus, and like all T-virus Zombies, it
can be killed instantly with a called shot to the head. The Cerberus is a Medium sized creature and gets a +4 to
Armor Class if target for a called shot.
If hit with a called shot to the head will die instantly as it cannot function without its brain.
The Cerberus are not intentional creations of Umbrella, but rather the result of normal dogs being infected with the Tvirus. Like humans and other animals the dogs, when subjected to the T-virus, turn into mindless zombies following
the most primal of instincts To feed.

The Cerberus are lightning fast and usually hunt in pairs but they also roam alone depending on the situation.

Corvus Corax
Tiny T-virus Zombie Hit Dice: d4 (4 hp) Initiative: +2 (Dex) Speed: 10 ft., fly 40 ft. (average) Armor Class: 14 (+2
Dex, +2 size) Attacks: Claws +4 melee Damage: Claws 1d3 Face/Reach: 2 ft. by 2 ft./0 ft. Special Attacks:
Infectious Special Qualities: Zombie Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con -, Int -, Wis 10,
Cha 1 Skills: Jump +9, Search +6, Spot +13, Listen +11
Feats: Toughness, Weapon finesse (claws) CR: Sanity Loss: 0/1
Zombie: The Corax are common ravens that have become infected with the T-virus. Despite being zombies like both
the Cerberus and humans, the Corax cannot be instantly killed with a called shot to the head due to its small size.
The Corax is not an intentional creation of Umbrella but, like the Cerberus, a zombie created by an unintentional
outbreak of T-virus. They are fast and deadly carriers of the T-virus that are hard to hit, but once you hit them, they
tend to go down.

Licker
Medium T-virus BOW Hit Dice: 5d12+14 (74 hp) Initiative: +4 (Dex) Speed: 40 ft.
AC: 18 (+4 Dex, +4 natural) Attacks: 2 Claws +7 melee, tongue +12 melee Damage: Claw 1d4+8, tongue 2d8+5
Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Infectious Special Qualities: Spider climb, regenerate Saves:
Fort +6, Ref +9, Will +3 Abilities: Str 19, Dex 19, Con 14, Int 3, Wis 11, Cha 7 Feats: Lightning reflexes, alertness.
CR: 6 Sanity Loss: 1/d4
Spider climb: The licker can climb any surface by digging its massive claws deep into almost any surface.
The licker is created by injecting the T-virus directly into an already infected human. They are one of the most
favored of the BOW projects as they are somewhat controllable and with their chest piercing tongue they are
extremely deadly

Spiders
Medium T-virus mutation Hit Dice: 2d8+2 (18 hp) Initiative: +3 (Dex) Speed: 30 ft., climb 20 ft.
AC: 14 (+3 Dex, +1 natural) Attacks: Bite +4 melee Damage: Bite 1d6 poison Face/Reach: 5 ft. by 5 ft./5 ft. Special
Attacks: Infectious Special Qualities: None Saves: Fort +4, Ref +3, Will +0 Abilities: Str 11, Dex 17, Con 12, Int -,
Wis 10, Cha 2 Skills: Climb +12, Hide +10, Jump +6, Spot +8
Feats: Weapon finesse (bite)
CR: 2 Sanity Loss: 1/d4
Like the moth, the spider is one of those creatures that grow to huge sizes when subjected to the T-virus. As their
size increases so does the lethalness of their poison.
Though the spiders are weak and easily killed, they are very dangerous when they get up close.

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